Dota 2 Wiki
(→‎Acquiring experience: A little bit of rewording to rectify how lane creeps dying to neuts do give exp)
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Experience is awarded in a 1500 radius when an enemy hero dies to any ally, or when an enemy non-hero (creep or summon) dies to any ally or any neutral creep. This experience is shared between all allied heroes within the area, splitting it evenly amongst them. Therefore, the more heroes there are, the less every individual hero gets, and if no hero is nearby, the experience is effectively lost or wasted. Additionally, heroes that are already level 25 still take their share of experience within range, also effectively wasting exp.
 
Experience is awarded in a 1500 radius when an enemy hero dies to any ally, or when an enemy non-hero (creep or summon) dies to any ally or any neutral creep. This experience is shared between all allied heroes within the area, splitting it evenly amongst them. Therefore, the more heroes there are, the less every individual hero gets, and if no hero is nearby, the experience is effectively lost or wasted. Additionally, heroes that are already level 25 still take their share of experience within range, also effectively wasting exp.
   
Dying units do not grant any experience if they have [[Reincarnation]]. Dying summons or illusions do not grant any experience if their lifetime runs out naturally.
+
Dying units do not grant any experience if they have [[Reincarnation]]. Dying summons or illusions do not grant any experience if their lifetime runs out naturally.
   
 
Heroes must be alive to gain experience. Other status effects, such as [[spell immunity]], [[invulnerability]], and [[banish]]ment, do not prevent a hero from gaining experience.
 
Heroes must be alive to gain experience. Other status effects, such as [[spell immunity]], [[invulnerability]], and [[banish]]ment, do not prevent a hero from gaining experience.

Revision as of 11:48, 20 May 2019

Main
 
 
Hand of God icon
▶️ I grow stronger!
Storm Spirit

Experience is an element heroes can gather by killing enemy units, or being present as enemy units get killed. On its own, experience does nothing, but when accumulated, it increases the hero's level, so that they grow more powerful. Only heroes can gather experience and therefore reach higher levels. With each level gained, a hero's base attributes increase by static values (unique for each hero), which makes them stronger in several. Heroes may also learn new abilities upon leveling up, or improve already learned spells onto higher levels, making them more powerful. Talents may also be learned on certain levels, which further improve the hero's stats or abilities.

Leveling

Each hero begins at level 1, with one free ability point to spend. Heroes may level up by acquiring certain amounts of experience. Upon leveling up, the hero's attributes increase by fixed amounts (unique for each hero), which makes them overall more powerful. Heroes may also gain more ability points by leveling up, allowing them to learn new spells, or to improve an already learned spell, making it more powerful. On certain levels, ability points may also be spent for talents, which further improve their stats or abilities. Ability points do not need to be spent immediately, a hero can level up multiple times while saving the ability points.

The amount of experience required to level up increases for each level. There is no specific formula for this requirement, but rather just set values for each individual level. Heroes can gain a total for 24 levels, resulting in level 25 as the highest possible level a hero can reach.

Hero level Total XP to reach XP needed for next level
1 0 230
2 230 370
3 600 480
4 1080 600
5 1680 620
6 2300 720
7 3020 750
8 3770 780
9 4550 810
10 5360 840
11 6200 870
12 7070 900
13 7970 1225
14 9195 1250
15 10445 1275
16 11720 1300
17 13020 1325
18 14345 1400
19 15745 1490
20 17235 1500
21 18735 1750
22 20485 2000
23 22485 2250
24 24735 2500
25 27235 -

Acquiring experience

Experience is awarded in a 1500 radius when an enemy hero dies to any ally, or when an enemy non-hero (creep or summon) dies to any ally or any neutral creep. This experience is shared between all allied heroes within the area, splitting it evenly amongst them. Therefore, the more heroes there are, the less every individual hero gets, and if no hero is nearby, the experience is effectively lost or wasted. Additionally, heroes that are already level 25 still take their share of experience within range, also effectively wasting exp.

Dying units do not grant any experience if they have Reincarnation. Dying summons or illusions do not grant any experience if their lifetime runs out naturally.

Heroes must be alive to gain experience. Other status effects, such as spell immunity, invulnerability, and banishment, do not prevent a hero from gaining experience.

With the exception of Divided We Stand icon Meepo's clones, hero clones and illusions do not gain any experience, and are not considered by the experience sharing. Meepo's clones take 1/2/3 of experience, instead of 100%. This means when a Meepo clone is alone, 99.833333333333% of the experience gets lost. When one ally is nearby, the clone gets 0.08% of the experience, while the ally gets 99.92%, with 2 allies, the clone gets 0.06%, the allies get 99.94% each.

Experience multipliers

Some heroes have talents that multiply all the experience they gain by a value.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Experience gain

Hero kills

Hero kills give experience in an area as well, splitting it up amongst all present heroes. However, unlike non-hero kills, hero kills always grant experience to the hero of the player who killed them, regardless of distance. This means when a player kills an enemy hero while outside the experience range (with a global spell, or with units under their control), but has an ally within the experience range of the killed enemy hero (regardless of any actual contribution to the kill), the experience is split between the killing player's hero, and the hero of the allied player who was within range of the kill.

Experience granted by heroes is determined by the following formula:

(40 + 0.14 * DyingHeroXP ) / # of killers

This means for every 7.14 experience the dying hero has, their experience bounty increases by 1, starting with a base experience of 40.

This results in the following experience bounty ranges for each level

Killed hero's level Possible current XP of killed hero Possible XP bounty of killed hero
1 0 - 229 40 - 72.06
2 230 - 599 72.2 - 123.86
3 600 - 1079 124 - 191.06
4 1080 - 1679 191.2 - 275.06
5 1680 - 2299 275.2 - 361.86
6 2300 - 3019 362 - 462.66
7 3020 - 3769 462.8 - 567.66
8 3770 - 4549 567.8 - 676.86
9 4550 - 5359 677 - 790.26
10 5360 - 6199 790.4 - 907.86
11 6200 - 7069 908 - 1029.66
12 7070 - 7969 1029.8 - 1155.66
13 7970 - 9194 1155.8 - 1327.16
14 9195 - 10444 1327.3 - 1502.16
15 10445 - 11719 1502.3 - 1680.66
16 11720 - 13019 1680.8 - 1862.66
17 13020 - 14344 1862.8 - 2048.16
18 14345 - 15744 2048.3 - 2244.16
19 15745 - 17234 2244.3 - 2452.76
20 17235 - 18734 2452.9 - 2662.76
21 18735 - 20484 2662.9 - 2907.76
22 20485 - 22484 2907.9 - 3187.76
23 22485 - 24734 3187.9 - 3502.76
24 24735 - 27234 3502.9 - 3852.76
25 27235 3852.9

Additionally, if the killed hero had a killing streak going on, bonus experience is awarded for killing them, on top of the default experience values.

The following bonuses are granted for ending a streak

Streak length Streak name Streak value
0, 1, 2 N/A N/A 0 XP
3 ▶️ Player is on a killing spree 200 XP
4 ▶️ Player is dominating 350 XP
5 ▶️ Player is on a mega Kill streak 500 XP
6 ▶️ Player is unstoppable! 650 XP
7 ▶️ Player is wicked sick 800 XP
8 ▶️ Player is on a monster kill streak 950 XP
9 ▶️ Player is GODLIKE 1100 XP
10+ ▶️ Player is beyond GODLIKE, someone kill them!! 1250 XP
Announcer responses are customizable

Other kills

Most creeps have a fixed experience value they grant. This includes lane creeps and most summoned units. Buildings do not grant any experience.

Neutral creeps have each a unique base value, which increases by 2% every 7 minutes and 30 seconds of game time. The increase is always based on the base value, and not their current values, meaning their bounties do not grow exponentially. Roshan's experience bounty increases by 130 every 80% minute. Neutral creeps always grant experience to both teams, no matter who kills them, splitting it evenly amongst all present heroes.

Denying

Main Article: Denying

When a hero gets denied (be it by allies or by the hero itself), no experience is awarded to enemies around it. This also applies to heroes killed by neutral creeps.

When other player-controlled units get denied, no experience is awarded to the enemy either. However, unlike heroes, summons dying to neutral creeps do grant their default experience bounty.

When a lane creep gets denied, the enemy gets 35% of its experience bounty, instead of 100%.

Abilities

Some abilities award a hero with experience when used.

  • Hand of Midas icon
    Experience Multiplier: 2.1
    Multiplies the target's experience value.
  • Tome of Knowledge icon
    Base Experience Gain: 700
    Bonus Experience Gained per Previous Tome: 135
    Every tome consumed by an ally increases the experience bonus.This is an old ability.

Lane creeps

Main Article: Lane creeps
Creep Experience
Melee creeps
Melee Creep
57
Ranged creeps
Ranged Creep
69
Siege creeps
Siege Creep
88
Melee creeps
Super Melee Creep
25
Ranged creeps
Super Ranged Creep
22
Siege creeps
Super Siege Creep
88
Mega Melee creeps
Mega Melee Creep
25
Mega Ranged creeps
Mega Ranged Creep
22

Neutral creeps

Main Article: Neutral creeps

Roshan

Roshan model
Roshan
400 + 130 per minute

Summons

Main Article: Summons

Couriers

Special